Bonsai: load external styles and layerset slicing for linked IFC models

Linked models previously flattened every style to a flat diffuse-color
material. Now, styles carrying an IfcExternallyDefinedSurfaceStyle that
points to a .blend file get the referenced material appended into the
link's .cache.blend, in both the chunked and instanced loading paths.
Relative style locations resolve against the linked IFC, and appended
materials are deduplicated and stripped of stale IFC ids.

Multi-layer elements (IfcMaterialLayerSetUsage) are now routed through
the instanced path and sliced with slice_layerset_mesh so each layer
shows its material style, using the external material when available.
slice_layerset_mesh gained a pluggable style-to-material resolver and
no longer appends duplicate materials for layers sharing one style.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Ryan Schultz
2026-07-02 15:22:13 -05:00
parent 9ae79b42dd
commit a97276b8b1
2 changed files with 134 additions and 13 deletions
+118 -10
View File
@@ -2127,6 +2127,12 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
meshes: dict[str, bpy.types.Mesh]
# Material names is derived from diffuse as in 'r-g-b-a'.
blender_mats: dict[str, bpy.types.Material]
# Materials appended from external .blend styles, keyed by style id.
# None means the style has no loadable external .blend style.
external_style_mats: dict[int, Union[bpy.types.Material, None]]
# Appended data-blocks keyed by (filepath, data_block_type, name)
# so styles sharing the same external material don't append duplicates.
appended_external_blocks: dict[tuple[str, str, str], Union[bpy.types.Material, None]]
def invoke(self, context, event):
# Invoke is for debugging purposes, users are not intended to use this method really.
@@ -2212,6 +2218,9 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
with open(self.json_filepath, "w") as f:
json.dump(data, f)
self.external_style_mats = {}
self.appended_external_blocks = {}
for settings in tool.Loader.settings.context_settings:
if not self.elements:
break
@@ -2251,8 +2260,10 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
mat = tuple(mat)
blender_mat = blender_mats.get(mat, None)
if not blender_mat:
blender_mat = bpy.data.materials.new("Chunk")
blender_mat.diffuse_color = mat
blender_mat = self.get_external_material(int(mat[4]))
if not blender_mat:
blender_mat = bpy.data.materials.new("Chunk")
blender_mat.diffuse_color = mat[:4]
blender_mats[mat] = blender_mat
mat_results.append(blender_mat)
@@ -2270,11 +2281,16 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
while True: # Main loop.
shape = iterator.get()
assert isinstance(shape, W.TriangulationElement)
results.add(self.file.by_id(shape.id))
element = self.file.by_id(shape.id)
results.add(element)
geometry = shape.geometry
# Elements with a lot of geometry benefit from instancing to save memory
if ifcopenshell.util.shape.get_faces(geometry).shape[0] > 333: # 333 tris
# Elements with a lot of geometry benefit from instancing to save memory.
# Multi-layer elements also take this path as they need their own
# local-space mesh to be sliced into per-layer materials.
if ifcopenshell.util.shape.get_faces(geometry).shape[0] > 333 or self.is_multilayer_element(
element
): # 333 tris
self.process_occurrence(shape)
if not iterator.next():
if not chunked_verts:
@@ -2291,9 +2307,15 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
ms = np.vstack([default_mat, ifcopenshell.util.shape.get_material_colors(shape.geometry)])
mi = ifcopenshell.util.shape.get_faces_material_style_ids(shape.geometry)
# Style ids ride along as a 5th column so styles with
# external .blend materials survive the per-color dedup.
style_ids = np.zeros((len(ms), 1))
for geom_material_idx, geom_material in enumerate(shape.geometry.materials):
if not geom_material.instance_id():
ms[geom_material_idx + 1] = (0.8, 0.8, 0.8, 1)
elif self.get_external_material(geom_material.instance_id()):
style_ids[geom_material_idx + 1] = geom_material.instance_id()
ms = np.hstack((ms, style_ids))
chunked_materials.append(ms)
chunked_material_ids.append(mi + material_offset + 1)
material_offset += len(ms)
@@ -2380,12 +2402,14 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
diffuse = (material.diffuse.r(), material.diffuse.g(), material.diffuse.b(), alpha)
else:
diffuse = (0.8, 0.8, 0.8, 1) # Blender's default material
material_name = f"{diffuse[0]}-{diffuse[1]}-{diffuse[2]}-{diffuse[3]}"
blender_mat = self.blender_mats.get(material_name, None)
blender_mat = self.get_external_material(material.instance_id())
if not blender_mat:
blender_mat = bpy.data.materials.new(material_name)
blender_mat.diffuse_color = diffuse
self.blender_mats[material_name] = blender_mat
material_name = f"{diffuse[0]}-{diffuse[1]}-{diffuse[2]}-{diffuse[3]}"
blender_mat = self.blender_mats.get(material_name, None)
if not blender_mat:
blender_mat = bpy.data.materials.new(material_name)
blender_mat.diffuse_color = diffuse
self.blender_mats[material_name] = blender_mat
slot_index = mesh.materials.find(material.name)
if slot_index == -1:
mesh.materials.append(blender_mat)
@@ -2398,6 +2422,8 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
mesh.polygons.foreach_set("material_index", material_index)
mesh.update()
mesh = tool.Loader.slice_layerset_mesh(element, mesh, style_to_material=self.get_style_material)
self.meshes[geometry.id] = mesh
obj = bpy.data.objects.new(tool.Loader.get_name(element), mesh)
@@ -2410,6 +2436,88 @@ class LoadLinkedProject(bpy.types.Operator, ImportHelper):
self.collection.objects.link(obj)
def get_external_material(self, style_id: int) -> Union[bpy.types.Material, None]:
"""Get the Blender material referenced by a style's external .blend style, if it has one.
The material is appended from the external .blend file on first use and
cached, so it ends up saved inside the link's .cache.blend.
"""
if not style_id:
return None
if style_id in self.external_style_mats:
return self.external_style_mats[style_id]
material = None
# instance_id may also refer to an IfcMaterial when the item has
# a material but no style, hence the class check.
style = self.file.by_id(style_id)
external = None
if style.is_a("IfcSurfaceStyle"):
external = next((s for s in style.Styles if s.is_a("IfcExternallyDefinedSurfaceStyle")), None)
if (
external
and external.Location
and external.Location.endswith(".blend")
and external.Identification
and "/" in external.Identification
):
location = Path(external.Location)
if not location.is_absolute():
# Relative locations are relative to the linked IFC, not the host.
location = Path(self.filepath).parent / location
data_block_type, data_block = external.Identification.split("/", 1)
key = (str(location), data_block_type, data_block)
if key in self.appended_external_blocks:
material = self.appended_external_blocks[key]
elif not location.exists():
print(f"WARNING. External style file not found for {style}: '{location}'")
self.appended_external_blocks[key] = None
else:
db = tool.Blender.append_data_block(str(location), data_block_type, data_block)
material = db["data_block"]
if not isinstance(material, bpy.types.Material):
print(f"WARNING. Failed to load external style for {style}: {db['msg'] or 'not a material'}")
material = None
else:
# The source .blend may have been authored in a Bonsai session -
# unlink any stale IFC id so it's not misinterpreted here or in the host.
tool.Style.get_material_style_props(material).ifc_definition_id = 0
self.appended_external_blocks[key] = material
self.external_style_mats[style_id] = material
return material
def is_multilayer_element(self, element: ifcopenshell.entity_instance) -> bool:
material = ifcopenshell.util.element.get_material(element)
return bool(
material and material.is_a("IfcMaterialLayerSetUsage") and len(material.ForLayerSet.MaterialLayers) > 1
)
def get_style_material(self, style: ifcopenshell.entity_instance) -> Union[bpy.types.Material, None]:
"""Resolve a style to a Blender material for slice_layerset_mesh.
Prefers the style's external .blend material, falling back to a flat
diffuse material as used for the rest of the linked geometry.
"""
if material := self.get_external_material(style.id()):
return material
# IfcSurfaceStyleRendering is a subclass of IfcSurfaceStyleShading.
shading = next((s for s in style.Styles if s.is_a("IfcSurfaceStyleShading")), None)
if shading:
colour = shading.SurfaceColour
alpha = 1.0 - (getattr(shading, "Transparency", None) or 0.0)
diffuse = (colour.Red, colour.Green, colour.Blue, alpha)
else:
diffuse = (0.8, 0.8, 0.8, 1.0)
material_name = f"{diffuse[0]}-{diffuse[1]}-{diffuse[2]}-{diffuse[3]}"
material = self.blender_mats.get(material_name, None)
if not material:
material = bpy.data.materials.new(material_name)
material.diffuse_color = diffuse
self.blender_mats[material_name] = material
return material
def create_object(
self,
verts: np.ndarray,
+16 -3
View File
@@ -23,7 +23,7 @@ import os
import re
from math import atan, radians
from pathlib import Path
from typing import Any, Optional, Union, cast
from typing import Any, Callable, Optional, Union, cast
import bmesh
import bpy
@@ -1073,7 +1073,19 @@ class Loader(bonsai.core.tool.Loader):
return mesh
@classmethod
def slice_layerset_mesh(cls, element: ifcopenshell.entity_instance, mesh: bpy.types.Mesh) -> bpy.types.Mesh:
def slice_layerset_mesh(
cls,
element: ifcopenshell.entity_instance,
mesh: bpy.types.Mesh,
style_to_material: Optional[Callable[[ifcopenshell.entity_instance], Union[bpy.types.Material, None]]] = None,
) -> bpy.types.Mesh:
"""Bisect a layerset element's mesh at layer boundaries and assign each layer its material style.
:param style_to_material: Callback resolving an IfcSurfaceStyle to a Blender material.
Defaults to the IFC-linked material, which only works for the actively edited project.
"""
if style_to_material is None:
style_to_material = tool.Ifc.get_object
if not (material := ifcopenshell.util.element.get_material(element)):
return mesh
elif material.is_a("IfcMaterialLayerSetUsage"):
@@ -1121,7 +1133,8 @@ class Loader(bonsai.core.tool.Loader):
continue
if (material_index := styles.get(style, None)) is None:
material_index = len(mesh.materials)
mesh.materials.append(tool.Ifc.get_object(style))
mesh.materials.append(style_to_material(style))
styles[style] = material_index
if i == last_i:
for face in bisect_geom["geom"]:
if isinstance(face, bmesh.types.BMFace):